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CSCE 552 Spring 2010 Animation By Jijun Tang
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Announcements Homework #3 due Mar 19th Second demo Group based
A model to be used in your own game Second demo Very Early April A demo is needed
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Animation Overview Fundamental Concepts Animation Storage
Playing Animations Blending Animations Motion Extraction Mesh Deformation Inverse Kinematics Attachments & Collision Detection Conclusions
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Different types of animation
Particle effects (fire, smoke, etc) Procedural / Physics “Hard” object animation (door, robot) “Soft” object animation (tree swaying in the wind, flag flapping the wind) Character animation
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Example
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Quaternions Quaternions are an interesting mathematical concept with a deep relationship with the foundations of algebra and number theory Invented by W.R.Hamilton in 1843 In practice, they are most useful to use as a means of representing orientations A quaternion has 4 components
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Keyframes Motion is usually smooth
Only store every nth frame (key frames) Interpolate between keyframes Linear Interpolate Inbetweening or “tweening” Different anims require different rates Sleeping = low, running = high Choose rate carefully
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Linear Interpolation
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The Bézier Curve (1-t)3F1+3t(1-t)2T1+3t2(1-t)T2+t3F2 T2 t=1.0 T1 F2
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Animation Blending The animation blending system allows a model to play more than one animation sequence at a time, while seamlessly blending the sequences Used to create sophisticated, life-like behavior Walking and smiling Running and shooting
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Blending Animations The Lerp Quaternion Blending Methods
Multi-way Blending Bone Masks The Masked Lerp Hierarchical Blending
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The Lerp Foundation of all blending “Lerp”=Linear interpolation
Blends A, B together by a scalar weight lerp (A, B, i) = iA + (1-i)B i is blend weight and usually goes from 0 to 1 Translation, scale, shear lerp are obvious Componentwise lerp Rotations are trickier – normalized quaternions is usually the best method.
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Quaternion Blending Normalizing lerp (nlerp) Many others:
Lerp each component Normalize (can often be approximated) Follows shortest path Not constant velocity Multi-way-lerp is easy to do Very simple and fast Many others: Spherical lerp (slerp) Log-quaternion lerp (exp map)
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Spherical lerp (slerp)
Usual textbook method Follows shortest path Constant velocity Multi-way-lerp is not obvious Moderate cost
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Log-quaternion lerp (exp map)
Rather obscure method Does not follow shortest path Constant velocity Multi-way-lerp is easy to do Expensive
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Which is the Best No perfect solution!
Each missing one of the features All look identical for small interpolations This is the 99% case Blending very different animations looks bad whichever method you use Multi-way lerping is important So use cheapest - nlerp
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Multi-way Blending Can use nested lerps Weighted sum associates nicely
lerp (lerp (A, B, i), C, j) But n-1 weights - counterintuitive Order-dependent Weighted sum associates nicely (iA + jB + kC + …) / (i + j + k + … ) But no i value can result in 100% A More complex methods Less predictable and intuitive Can be expensive
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Bone Masks Some animations only affect some bones
Wave animation only affects arm Walk affects legs strongly, arms weakly Arms swing unless waving or holding something Bone mask stores weight for each bone Multiplied by animation’s overall weight Each bone has a different effective weight Each bone must be blended separately Bone weights are usually static Overall weight changes as character changes animations
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The Masked Lerp Two-way lerp using weights from a mask
Each bone can be lerped differently Mask value of 1 means bone is 100% A Mask value of 0 means bone is 100% B Solves weighted-sum problem (no weight can give 100% A) No simple multi-way equivalent Just a single bone mask, but two animations
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Hierarchical Blending
Combines all styles of blending A tree or directed graph of nodes Each leaf is an animation Each node is a style of blend Blends results of child nodes Construct programmatically at load time Evaluate with identical code each frame Avoids object-specific blending code Nodes with weights of zero not evaluated
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Triangles Fundamental primitive of pipelines
Everything else constructed from them (except lines and point sprites) Three points define a plane Triangle plane is mapped with data Textures Colors “Rasterized” to find pixels to draw
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Mesh
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Vertices A vertex is a point in space Plus other attribute data
Colors Surface normal Texture coordinates Whatever data shader programs need Triangles use three vertices Vertices shared between adjacent triangles
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Textures Array of texels 1D, 2D, 3D and “cube map” arrays
Same as pixel, but for a texture Nominally R,G,B,A but can mean anything 1D, 2D, 3D and “cube map” arrays 2D is by far the most common Basically just a 2D image bitmap Often square and power-of-2 in size Cube map - six 2D arrays makes hollow cube Approximates a hollow sphere of texels For environmental
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Cube Map
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Texture Example
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High-Level Organization
Gameplay and Rendering Render Objects Render Instances Meshes Skeletons Volume Partitioning
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Gameplay and Rendering
Rendering speed varies according to scene Some scenes more complex than others Typically frames per second Gameplay is constant speed Camera view should not change game In multiplayer, each person has a different view, but there is only one shared game 1 update per second (RTS) to thousands (FPS) Keep the two as separate as possible!
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Render Objects Description of renderable object type
Mesh data (triangles, vertices) Material data (shaders, textures, etc) Skeleton (+rig) for animation Shared by multiple instances
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Render Instances A single entity in a world References a render object
Decides what the object looks like Position and orientation Lighting state Animation state
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Meshes Triangles Vertices Single material “Atomic unit of rendering”
Not quite atomic, depending on hardware Single object may have multiple meshes Each with different shaders, textures, etc Level-Of-Distance (LOD)
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LOD Objects have different mesh for different distance from the player
The mesh should be simpler if object is faraway Many games have LOD, for example, Microsoft Train Simulator
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Volume Partitioning Cannot draw entire world every frame
Lots of objects – far too slow Need to decide quickly what is visible Partition world into areas Decide which areas are visible Draw things in each visible area Many ways of partitioning the world
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Volume Partitioning - Portals
Nodes joined by portals Usually a polygon, but can be any shape See if any portal of node is visible If so, draw geometry in node See if portals to other nodes are visible Check only against visible portal shape Common to use screen bounding boxes Recurse to other nodes
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Volume Partitioning – Portals
Node View frustum Portal Visible Test first two portals Invisible Not tested ? ? Eye
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Volume Partitioning – Portals
Node Portal Visible Both visible Invisible Not tested Eye
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Volume Partitioning – Portals
Node Portal Visible Mark node visible, test all portals going from node Invisible Not tested ? ? Eye
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Volume Partitioning – Portals
Node Portal Visible One portal visible, one invisible Invisible Not tested Eye
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Volume Partitioning – Portals
Node Portal ? Visible Mark node as visible, other node not visited at all. Check all portals in visible node Invisible ? ? Not tested Eye
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Volume Partitioning – Portals
Node Portal Visible One visible, two invisible Invisible Not tested Eye
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Volume Partitioning – Portals
Node Portal ? Visible Mark node as visible, check new node’s portals Invisible Not tested Eye
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Volume Partitioning – Portals
Node Portal Visible One portal invisible. No more visible nodes or portals to check. Render scene. Invisible Not tested Eye
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Real Example
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Volume Partitioning – Portals
Portals are simple and fast Low memory footprint Automatic generation is difficult, and generally need to be placed by hand Hard to find which node a point is in, and must constantly track movement of objects through portals Best at indoor scenes, outside generates too many portals to be efficient
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Volume Partitioning – BSP
Binary space partition tree Tree of nodes Each node has plane that splits it in two child nodes, one on each side of plane Some leaves marked as “solid” Others filled with renderable geometry
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BSP
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Volume Partitioning – BSP
Finding which node a point is in is fast Start at top node Test which side of the plane the point is on Move to that child node Stop when leaf node hit Visibility determination is similar to portals Portals implied from BSP planes Automated BSP generation is common Generates far more nodes than portals Higher memory requirements
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Volume Partitioning: Quadtree
Quadtree (2D) and octree (3D) Quadtrees described here Extension to 3D octree is obvious Each node is square Usually power-of-two in size Has four child nodes or leaves Each is a quarter of size of parent
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Quadtree
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Octree
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Volume Partitioning: Quadtree
Fast to find which node a point is in Mostly used for simple frustum culling Not very good at indoor visibility Quadtree edges usually not aligned with real geometry Very low memory requirements Good at dynamic moving objects Insertion and removal is very fast
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Volume Partitioning - PVS
Potentially visible set Based on any existing node system For each node, stores list of which nodes are potentially visible Use list for node that camera is currently in Ignore any nodes not on that list – not visible Static lists Precalculated at level authoring time Ignores current frustum Cannot deal with moving occluders
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PVS Room A Room C PVS = B, A, D Room D Room B Viewpoint Room E
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Volume Partitioning - PVS
Very fast No recursion, no calculations Still need frustum culling Difficult to calculate Intersection of volumes and portals Lots of tests – very slow Most useful when combined with other partitioning schemes
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Volume Partitioning Different methods for different things
Quadtree/octree for outdoor views Does frustum culling well Hard to cull much more for outdoor views Portals or BSP for indoor scenes BSP or quadtree for collision detection Portals not suitable
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Rendering Primitives Strips, Lists, Fans Indexed Primitives
The Vertex Cache Quads and Point Sprites
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Strips, Lists, Fans Triangle strip 2 4 4 2 1 5 6 8 2 1 2 3 6 7 1 5 3 3
9 8 4 3 Triangle list 1 3 5 4 2 7 4 5 5 6 6 Line list 1 Line strip 6 Triangle fan
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Vertex Sharing List has no sharing
Vertex count = triangle count * 3 Strips and fans share adjacent vertices Vertex count = triangle count + 2 Lower memory Topology restrictions Have to break into multiple rendering calls
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Vertex Counts Using lists duplicates vertices a lot!
Total of 6x number of rendering vertices Most meshes: tri count = 2x vert count Strips or fans still duplicate vertices Each strip/fan needs its own set of vertices More than doubles vertex count Typically 2.5x with good strips Hard to find optimal strips and fans Have to submit each as separate rendering call
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Strips vs. Lists 32 triangles, 25 vertices 4 strips, 40 vertices
25 to 40 vertices is 60% extra data!
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Indexed Primitives Vertices stored in separate array
No duplication of vertices Called a “vertex buffer” or “vertex array” 3 numbers (int/float/double) per vertex Triangles hold indices, not vertices Index is just an integer Typically 16 bits (65,536) Duplicating indices is cheap Indexes into vertex array
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Vertex Index Array
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The Vertex Cache Vertices processed by vertex shader
Results used by multiple triangles Avoid re-running shader for each triangle Storing results in video memory is slow So store results in small cache Requires indexed primitives Cache typically vertices in size, resulted in around 95% efficiency
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Cache Performance Size and type of cache usually unknown
LRU (least recently used) or FIFO (first in first out) replacement policy Also odd variants of FIFO policy Variable cache size according to vertex type Reorder triangles to be cache-friendly Not the same as finding optimal strips! Render nearby triangles together “Fairly good” is easy to achieve Ideal ordering still a subject for research
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